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Masami Iwasaki

10 Level (0/85000 XP for level-up) Anthropologist Background Human Race / Species / Heritage Neutral Good Alignment
Cleric
Level 10
Hit Dice: 8/10
1d8+3 Class 1

STR
9
-1
DEX
13
+1
CON
16
+3
INT
13
+1
WIS
18
+4
CHA
14
+2
113
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Channel Divinity
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+8 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+2 Deception CHA
+5 History INT
+8 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+8 Medicine WIS
+1 Nature INT
+8 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+9 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
+9 Cooking Utensils INT
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Healing Word 1st lvl +4 WIS 1d4+7 Healing
Healing Word 2nd lvl +4 WIS 2d4+8 Healing
Healing Word 3rd lvl +4 WIS 3d4+9 Healing
Healing Word 4th lvl +4 WIS 4d4+10 Healing
Mass Healing Word 3rd Level +4 WIS 1d4+9 Healing
Cure Wounds 1st Level +4 WIS 1d8+7 Healing
Cure Wounds 2nd Level +4 WIS 2d8+8 Healing
Cure Wounds 3rd level +4 WIS 3d8+9 Healing
Cure Wounds 4th level +4 WIS 4d8+10 Healing
Attacks

Spell Book

Destroy Undead

When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Cleric Level | Destroys Undead of CR

5th | 1/2 or lower
8th | 1 or lower
11th | 2 or lower
14th | 3 or lower
17th | 4 or lower

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Blessed Strikes

In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

Feat: Healer

Whenever you use the healer’s kit for stabilize the dying creature and that creature also regains 1 hit point. Like an action, you can easily spend one use of the healer’s kit to be tend to a creature and also restore 1d6+4 hit points to it, plus an additional hit points which are equal to the creature’s maximum number of Hit Dice. Also the creature can not regain the hit points from this feat again until it finishes the short or long rest.

Racial Feat: Prodigy

You have a knack for learning new things. You gain the following benefits:
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. [Performance, Cooking Tools, Celestial]
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. [Religion]

Anthropologist Background

As Anthropologist you gradually came to know about these foreign cultures and the ways of foreign people, those who has eventually been treated you like one of their own. Basically, one culture which has more influence upon you than any other culture, shaping your beliefs and also the customs. You need to select a race that whose culture which you’ve adopted. (Adopted Elvish Culture)

You have best option to communicate with the humanoids those who can not speak any language that you know. So for at least a day you should observe any humanoid those are communicating with each other, so you can get to know the meaning of words, expressions and more after observing them-so those are enough to interact on the rudimentary level.

Features & Traits
Money
1,078 Gold 2 Silver 9 Copper
(1,078 in bank, 25 on person.)

  • x1 Water Breathing Potion
  • Pink Sending Stone
  • SS from Priest Silverscribe
  • SS from Priest Orbitus
  • Platinum Adventurer Card
  • Useful robe
  • x2 daggers
  • x2 flashlight
  • x2 Rope
  • x2 Bullseye Lantern
  • x2 Steel Mirror
  • x2 Sack
  • x4 Pit (cube 10 ft)
  • x1 Adventuring clothes
  • x2 Hooded Lantern
  • x23 origami (250 words)
  • Snorkel
  • Immovable Rod
  • Hide armor
  • Amulet of Health
  • Necklace of Prayer Beads
  • Priestess brooch (spellcasting focus)
  • Priestess robes
  • Stave of the Sentry
  • Staff of Arawei
  • Beaded Holy Necklace
  • Small Shield
  • Smile wand
  • x1 Switchblade (Dagger)
  • 3 rock medallions
  • 2 water medallions
  • 2 air medallions
  • Tear glass of the Silver Flame (Emits Light spell)
  • Mirror for magical focus/material to spy or listen in on people
  • Deck of Fate (18/22 cards left)
  • Healing Kit (Uses Left: 10/10)
  • 2 diamonds
  • 2 Sunburst Pendants
  • 1 Golden Reliquary
  • 3 Ruby Dust
  • Bag of Holding
  • Backpack
  • Cat Ring from Petraglaus
  • Cooking set
  • 3 flares
  • 30 flasks of oil
  • Diary and pen
  • Blanket
  • Priest’s Pack
  • Prayer Book
  • Vestments
  • Tinderbox
  • Censer
  • Alms Box
  • Block of Incense (2)
  • Sleeping Bag (2)
  • 1 Flask
  • 2 flasks of poison
  • Alchemist's fire
  • Holy Symbol
  • Water bottle (Healing water 2d4+4)
  • 2 Holy water

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

    Channel Divinity: Turn Undead

    As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    Channel Divinity: Preserve Life

    As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.

    Channel Divinity: Harness Divine Power

    You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

    Life Domain Spells

    1st Level | Bless | Cure Wounds
    2nd Level | Lesser Restoration | Spiritual Weapon
    5th Level | Beacon of Hope | Revivify
    7th Level | Death Ward | Guardian of Faith
    9th Level | Mass Cure Wounds | Raise Dead

    | Prepared Spells

  • Cantrips
  • Mending
    Guidance
    Sacred Flame
    Toll of the Dead
    Spare the Dying
    Sapping Sting

  • 1st Level
  • Healing Word
    Shield of Faith
    Sanctuary
    Guiding Bolt
    Detect Evil and Good

  • 2nd Level
  • Continual Flame
    Aid
  • 3rd Level
  • Mass Healing Word
    Aura of Vitality
    Dispel Magic
    Daylight

  • 4th Level
  • Aura of Purity

  • 5th Level
  • Holy Weapon
    Spellcasting
    Light, Medium Armor and Shields
    Languages learned: Common, Celestial, Infernal, Goblin & Gnomish

    Languages & Proficiencies
    - To cast two spells, use cantrip then use a bonus action spell.
  • After casting Spiritual Weapon the first round as a Bonus Action/Cantrip, you can cast other spells with Spiritual Weapon.
  • Spiritual Weapon only uses bonus action.

  • Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    Tattoo of Skill

    Wondrous Item

    Uncommon Transmutation

    Tattoo Attunement

    This tattoo gives the wearer expertise in one skill they are already proficient in.

    Cost: 4400

    Stave of the Sentry

    Staff

    Uncommon Abjuration Requires Attunement

    (Attunement by a Druid, Cleric, Warlock, or Wizard)

    This stave was crafted by elves with the intention of protection their noble partners. The sentinels are able blasts foes away and casts shields to protect their men. The oaken wood is has indentations of shooting stars that surrounds a shield encrusted by a single gem. This stave has 10 charges and regains 1d6+1 expended charges daily at dawn. While holding the stave, you can expend its charges to cast one of the following spells from it:


    • Magic Missile (1 charge per missile) 1d4+1 Force damage per charge

    • Shield (3 Charges)



    Ethereal Leather Armor

    Armor (Light)

    Rare Abjuration Requires Attunement

    This leather armor seems to have a semblance of sentience residing inside it. When you are hit, you can use your reaction to attempt avoid the attach all-together by having it phase through you. You body temporarily becomes ethereal.

    Roll a 1d100 . If you roll anything from 0-60, the attack misses. If you roll anything from 61-100, the attack hits, and you take 1d4+1 force damage.

    Type AC STR Req. Stealth Dis.
    Light 12+Dex mod No


    Bracelet of Misty Step

    Wondrous Item

    Uncommon Conjuration

    Once per dawn, the wearer of this bracelet can use their Bonus Action to cast the Misty Step spell.

    Cost: 2000 gold credits

    Wand of Smiles

    Wand

    Common

    This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

    The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.


    Weight: 1

    Glacial Bow

    Weapon

    Rare Transmutation

    Two-Handed

    This bow is cold to the touch and has frost coating the the dark blue wood.

    When rolling a natural 19-20, the target is encased in a thick block of ice and are under the effect of the Petrified condition. The ice can be melted by magical means or naturally after 8 hours in warm temperature.

    Type Damage Damage Range
    Martial Ranged 1d8 None 150/600


    Bag of Holding

    Wondrous Item

    Uncommon

    This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

    If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

    Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

    Cost: 4000 gp
    Weight: 15 lb.

    The statblocks of your class features

    Cleric - Life Domain


    Hit Points

    Hit Dice: d8 per Cleric - Life Domain level
    Hit Points at first Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

    Proficiences

    Armor: light armor, medium armor, shields, heavy armour
    Weapons: simple weapons
    Tools: none
    Saving Throws: Wisdom, Charisma
    Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.

    Class Features

    Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Channel Divinity : Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   Destroy Undead (CR 1/2) Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Channel Divinity (2/rest) Beginning at 6th level, you can use your Channel Divinity twice between rests.   Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 1) Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.   Destroy Undead (CR 2) Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 3) Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 4) Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Channel Divinity (3/rest) Beginning at 18th level, you can use your Channel Divinity three times between rests.   Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Divine Intervention Improvement At 20th level, your call for intervention succeeds automatically, no roll required.


    Starting Equipment

    You start with the following items, plus anything provided by your background.

    • (a) a mace or (b) a warhammer (if proficient)
    • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a priest's pack or (b) an explorer's pack
    • A shield and a holy symbol
    Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.


    Spellcasting

    As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.   Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.   Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.


    Subclass Options

    Life Domain The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). At each indicated cleric level, you add the listed spells to your spells prepared.   Life Domain Spells

    Cleric Level Spells
    1st bless, cure wounds
    3rd lesser restoration, spiritual weapon
    5th beacon of hope, revivify
    7th death ward, guardian of faith
    9th mass cure wounds, raise dead
    Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor.   Disciple of Life Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.   Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.   Blessed Healer Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.   Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.


    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Spellcasting,Divine Domain32
    2nd+2Channel Divinity (1/rest),Divine Domain feature33
    3rd+2-342
    4th+2Ability Score Improvement443
    5th+3Destroy Undead (CR 1/2)4432
    6th+3Channel Divinity (2/rest),Divine Domain feature4433
    7th+3-44331
    8th+3Ability Score Improvement,Destroy Undead (CR 1),Divine Domain feature44332
    9th+4-443331
    10th+4Divine Intervention543332
    11th+4Destroy Undead (CR 2)5433321
    12th+4Ability Score Improvement5433321
    13th+5-54333211
    14th+5Destroy Undead (CR 3)54333211
    15th+5-543332111
    16th+5Ability Score Improvement543332111
    17th+6Destroy Undead (CR 4),Divine Domain feature5433321111
    18th+6Channel Divinity (3/rest)5433331111
    19th+6Ability Score Improvement5433332111
    20th+6Divine Intervention Improvement5433332211

    Statblocks for your familiars, mounts etc.

    Chomper the Baby Mimic CR: 1

    Small monstrosity (shapechanger), unaligned
    Armor Class: 12
    Hit Points: 27
    Speed: 15 ft

    STR

    14 +2

    DEX

    12 +1

    CON

    12 +1

    INT

    5 -3

    WIS

    9 -1

    CHA

    8 -1

    Damage Immunities: Acid
    Condition Immunities: Prone
    Senses: Darkvision 60 ft
    Challenge Rating: 1

    Shapechanger:

    The mimic can use its action to Polymorph into an object or back into its true, amorphous form. Its Statistics are the same in each form. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

    Adhesive (Object Form Only):

    The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also Grappled by it (escape DC 13). Ability Checks made to escape this grapple have disadvantage.  

    False Appearance (Object Form Only):

    While the mimic remains motionless, it is indistinguishable from an ordinary object.  

    Grappler:

    The mimic has advantage on Attack rolls against any creature Grappled by it.

    Actions

    Pseudopod

    Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

    Bite:

    Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

    Statblocks for race/species of the character.

    Human

    Ability Score Increase Your ability scores each increase by 1
    Size Medium
    Speed Your base walking speed is 30 feet.

    The most common race of the Waning Lands, humans can be found in all walks of life and positions, from desert traders to jungle kings, and in all shapes, sizes, colours and temperaments, owing to their most defining feature: their ability to adapt to any environment.   Throughout history human empires and kingdoms have risen and fallen, most often in oddly mirrored patterns with the fortunes of the lauhkar, the only other race which has managed to matched their ambition for conquest. In turn a long and deep rooted hatred has grown between humanity and the lauhkar, owing in no small part to the long history of slavery the high evfyl have inflicted upon them, the term ‘human’ itself originally meant cattle in the evfyl language, a fact few now are aware of.  

    Traits:

      Age. Humans reach adulthood in their late teens and live less than a century.   Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Language. You can speak, read and write Common and one extra language of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB: P. 248

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, Concentration, up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a D4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    Available for: Artificer, Cleric, Druid

    Evocation Magic

    Sacred Flame

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: Instantaneous
    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
    Available for: Cleric

    Necromancy Magic

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
    Available for: Artificer, Cleric

    Necromancy Magic

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: Instantaneous
    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell's damage increases by one die when you reach 5th level 2d8 or 2d12 , 11th level 3d8 or 3d12 , and 17th level 4d8 or 4d12 .
    Available for: Cleric, Warlock, Wizard

    Level 1 Spells

    Enchantment Magic

    Bless

    1-level Enchantment

    Casting Time: 1 Action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: A sprinkling of holy water
    Duration: Concentration, up to 1 minute
    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a 1d4 and add the number rolled to the attack roll or saving throw.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
    Available for: Cleric, Paladin

    Evocation Magic

    Cure Wounds

    1-level Evocation

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    Evocation Magic

    Healing Word

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: V
    Duration: Instantaneous
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
    Available for: Bard, Cleric, Druid

    Enchantment Magic

    Command

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: 1 round
    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.   Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
    • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    • Drop. The target drops whatever it is holding and then ends its turn.
    • Flee. The target spends its turn moving away from you by the fastest available means.
    • Grovel. The target falls prone and then ends its turn.
    • Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air
    .
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
    Available for: Cleric, Paladin

    Abjuration Magic

    Protection from Evil and Good

    1-level Abjuration

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S, M
    Materials: Holy water or powdered silver and iron, which the spell consumes
    Duration: Concentration, up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
    Available for: Cleric, Paladin, Warlock, Wizard, Arcane Trickster Rogue, Devotion Paladin, Divine Soul Sorcerer, Eldritch Knight Fighter, Horizon Walker Ranger, Horizon Walker Ranger (Revised), Monster Slayer Ranger, Monster Slayer Ranger (Revised), Clockwork Soul (UA) Sorcerer, Protection (UA) Cleric

    PHB: P. 275

    Shield of Faith

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: a small parchment with a bit of holy text written on it
    Duration: Concentration, Concentration, up to 10 minutes

    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Cleric, Paladin

    PHB: P. 272

    Sanctuary

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: a small silver mirror
    Duration: 1 minute

    You ward a creature within range against attack.
    Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
      If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
      Wizard of the Coasts (2018): The final sentence now reads, “If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.”
    Available for: Artificer, Cleric

    Level 2 Spells

    Abjuration Magic

    Lesser Restoration

    2-level Abjuration

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock, Devotion Paladin, Divine Soul Sorcerer, Life Cleric

    PHB pg. 278

    Spiritual Weapon

    2-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 60
    Components: V, S
    Duration: 1 minute
    You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8+your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take on whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
    At higher levels: When you cast this spell using a spell slot of 3rd level of higher, the damage increases by 1d8 for every two slot levels above the 2nd.
    Available for: Cleric

    Enchantment Magic

    Calm Emotions

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: Concentration, Concentration, up to 1 minute
    You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.   You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.   Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
    Available for: Bard, Cleric

    Enchantment Magic

    Hold Person

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: A small, straight piece of iron
    Duration: Concentration, Concentration, up to 1 minute
    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

    PHB: P. 287

    Warding Bond

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration
    Duration: 1 hour
    This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
    While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
      The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
    Available for: Artificer (Battlesmith), Cleric

    PHB: P. 211

    Aid

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: A tiny strip of white cloth
    Duration: 8 hours
    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    Available for: Artificer, Cleric, Paladin

    PHB: P. 289

    Zone of Truth

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: 10 minutes
    You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
    Available for: Bard, Cleric, Paladin

    Level 3 Spells

    Abjuration Magic

    Dispel Magic

    3-level Abjuration

    Casting Time: 1 Action
    Range/Area: 120 Feet
    Components: V, S
    Duration: Instantaneous
    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Arcana Cleric, Arcane Trickster Rogue, Devotion Paladin, Divine Soul Sorcerer, Eldritch Knight Fighter, Trickery Cleric, Fey Wanderer (UA) Ranger, Fey Wanderer (UA) Ranger (Revised)

    Unleashed Arcana

    Spirit Shroud

    3-level Necromancy

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: Concentration, Up to 1 minute
    You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice). Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
    Available for: Paladin, Warlock, Wizard

    Abjuration Magic

    Beacon of Hope

    3-level Abjuration

    Casting Time: 1 Action
    Range/Area: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 minute
    This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
    Available for: Cleric, Beauty (Twitter) Cleric, Devotion Paladin, Divine Soul Sorcerer, Life Cleric, Solidarity (PSA) Cleric, Unity (UA) Cleric

    PHB: 216

    Aura of Vitality

    3-level Evocation

    Casting Time: 1 action
    Range/Area: Self (30 feet radius)
    Components: v
    Duration: Concentration, Up to 1 minute
    Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
    Available for: Paladin

    PHB: P. 272

    Revivify

    3-level Necromancy

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: diamonds worth 300 gp, which the spell consumes
    Duration: Instantaneous

    You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
    Available for: Artificer, Cleric, Druid (Wildfire), Paladin

    Evocation Magic

    Mass Healing Word

    3-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: V
    Duration: Instantaneous
    As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
    Available for: Cleric

    PHB: P. 278

    Spirit Guardians

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: Self (15 feet radius)
    Components: V, S, M
    Materials: a holy symbol
    Duration: Concentration, Concentration, up to 10 minutes

    You call forth spirits to protect you.
    They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
    When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
    Available for: Cleric

    PHB: P. 283

    Tongues

    3-level Divination

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, M
    Materials: a small clay model of a ziggurat
    Duration: 1 hour
    This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
    Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

    Level 4 Spells

    Conjuration Magic

    Guardian of Faith

    4-level Conjuration

    Casting Time: 1 Action
    Range/Area: 30 feet
    Components: V
    Duration: 8 hours
    A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.   Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
    Available for: Cleric

    Abjuration Magic

    Death Ward

    4-level Abjuration

    Casting Time: 1 Action
    Range/Area: Touch
    Components: V, S
    Duration: 8 Hours
    You touch a creature and grant it a measure of protection from death.   The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.   If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
    Available for: Cleric, Paladin, Alchemist Artificer, Death Cleric, Divine Soul Sorcerer, Grave Cleric, Life Cleric, Undying Warlock, Ambition (PSA) Cleric

    PHB: P. 217

    Banishment

    4-level Abjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Materials: An item distasteful to the target
    Duration: Concentration, Concentration, up to 1 minute
    You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
    Available for: Paladin, Cleric, Sorcerer, Warlock, Wizard

    PHB: P. 227

    Control Water

    4-level Transmutation

    Casting Time: 1 action
    Range/Area: 300 feet
    Components: V, S, M
    Materials: A drop of water and a pinch of dust
    Duration: Concentration, Concentration, up to 10 minutes
    Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.   Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.   Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.   Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.   Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
    Available for: Cleric, Druid, Wizard

    PHB: P. 216

    Aura of Purity

    4-level Abjuration

    Casting Time: 1 action
    Range/Area: Self (30 feet radius)
    Components: Verbal
    Duration: Concentration, Up to 10 minute
    Purifying energy radiates from you in an aura with a 30-foot radius.
    Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blnded, charmed, deafended, frightened, paralyzed, poisoned, and stunned.
    Available for: Paladin

    Abjuration Magic

    Aura of Life

    4-level Abjuration

    Casting Time: 1 Action
    Range/Area: Self (30-foot radius)
    Components: V
    Duration: Concentration, up to 10 minutes
    Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
    Available for: Cleric, Paladin, Undying Warlock, Solidarity (PSA) Cleric, Twilight (UA) Cleric, Wildfire (UA) Druid

    Spells of Stellarium

    Commune with Clergy

    4-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 10 Minutes (Ritual)
    Range/Area: Self
    Components: V, S, M
    Materials: Holy Water and a Focus such as a crystal ball or silver mirror worth at least 10 platinum
    Duration: Concentration, Concentration, 10 minutes

    When casting this spell, you must speak the receiver's Name, Rank, and General Area such as the name of their residing town, Church location, or current location.   There's is a 5% chance of failure if less information is provided. On a success you can see and speak with the receiver through your focus in a private matter. While communicating with the other person, no one would understand the conversation unless a member of a clergy and can Speak Celestial. When casting this spell outside of a church, components are required and you cannot be standing in desecrated land or else the spell will automatically fail.
    At higher levels: At higher levels, you can commune with additional clergy members. One additional recipient per level.
    Available for: Cleric

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